MCP server for interacting with the Scryfall MTG API
Godot is installed from its publisher's own source and answers where it runs, so this marketplace is not in the path of a single call. There is no address here to send one to, and a panel that pretended otherwise would be showing you an answer we made up. Install it and call it from your own client — the Installation tab has the entry for each one.
What it does
Pure-Python FastMCP server for Godot 4 — 28 headless & animation tools. Runs via uvx.
Quickstart
# 1 — add it to Claude Code
claude mcp add --scope user jxlee007-godot-mcp '--' uvx --from godot-mcp-uvx godot-mcp
# 2 — ask your agent for something these tools do
# get_godot_version, launch_editor, run_project and 25 more
Godot costs nothing on mcprush: there is no plan to choose here, no cap to set and nothing mcprush can bill you for.
Where are you running it?
Every route below installs the same thing and ends at the same approval screen. This one runs on your machine: your client starts Godot as a process under your own user, with your files and your network, so the tool surface below is what it can do to your computer rather than to a server somewhere else. Its scan result is on the Security tab — read the surface before you approve it.
This is a public server: you run it yourself and this marketplace is not in the path. You need uv (docs.astral.sh/uv): uvx comes with it. Claude Code registers it in one command; --scope user makes it available in every project. The '--' is in quotes so that PowerShell passes it on.
claude mcp add --scope user jxlee007-godot-mcp '--' uvx --from godot-mcp-uvx godot-mcpReconnect, or start a new session, and the tools appear in the model’s tool list.
One config entry your client uses to start the process locally. A local server runs with your file system and your network, which is why it is priced without metering.
28 tools, with what each one reads, writes and reaches shown before you agree — the same list on every route above. Read the tool surface.
Tool surface
What the model actually sees. Descriptions are diffed on every release — see version history.
Retrieves the installed Godot 4 engine version string by querying the local Godot binary.
No parameter schema on file.
Spawns the Godot visual editor GUI as an independent desktop process anchored to the specified project directory.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
Executes a Godot project in debug mode as a background process and captures runtime stdout/stderr streams.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| scene | string | no | — |
Reads currently buffered stdout and stderr log lines from the active background Godot debug process.
No parameter schema on file.
Terminates the actively running Godot debug process and returns its final flushed console output.
No parameter schema on file.
Discovers and lists Godot project directories containing a valid project.godot file within a target directory.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| directory | string | yes | — |
| recursive | boolean | no | — |
Inspects project.godot and project tree to return metadata, asset counts, script inventory, and engine compatibility.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
Creates a new Godot scene (.tscn) file with a validated root node type using the headless GDScript bridge.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| scene_path | string | yes | — |
| root_node_type | string | no | — |
Instantiates and appends a node of specified Godot class and property dictionary into an existing scene.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| scene_path | string | yes | — |
| node_type | string | yes | — |
| node_name | string | yes | — |
| parent_node_path | string | no | — |
| properties | object | no | — |
Loads a texture resource and binds it to a 2D or 3D sprite node within a scene file.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| scene_path | string | yes | — |
| node_path | string | yes | — |
| texture_path | string | yes | — |
Extracts 3D mesh instances from a scene and compiles them into a MeshLibrary (.res) resource for GridMap tiles.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| scene_path | string | yes | — |
| output_path | string | yes | — |
| mesh_item_names | array | no | — |
Persists scene modifications or creates a variant scene copy at a new relative path.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| scene_path | string | yes | — |
| new_path | string | no | — |
Reads and returns the Godot 4.4+ unique resource identifier (UID) for a specified asset file.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| file_path | string | yes | — |
Recursively iterates all project scenes, scripts, and shaders to regenerate and update missing Godot 4.4+ UIDs.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
Parses raw keyframe times in a .tscn or .tres animation and quantizes them to discrete frame steps (e.g. 12-fps stepped anime look).
| Parameter | Type | Required | Notes |
|---|---|---|---|
| file_path | string | yes | — |
| target_fps | integer | no | — |
| animation_name | string | no | — |
Bulk-edits animation track interpolation modes (nearest/constant, linear, cubic) in a scene or resource file.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| file_path | string | yes | — |
| mode | string | no | — |
| track_index | integer | no | — |
Compiles external animation clip files into a unified master AnimationLibrary (.tres) resource referencing named animations.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| output_res_path | string | yes | — |
| clips | array | yes | — |
Generates an AnimationNodeBlendFilter resource block and configuration code to isolate upper-body bones from locked lower-body bones.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| scene_path | string | yes | — |
| locked_bone_paths | array | yes | — |
| blend_node_name | string | no | — |
Injects an AnimationNodeStateMachine sub-resource graph with layout coordinates and state nodes into a target .tscn scene file.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| scene_path | string | yes | — |
| node_name | string | yes | — |
| states | array | yes | — |
| anim_player_path | string | no | — |
| start_state | string | no | — |
Serializes and injects transition logic connections, advance conditions, and crossfade times into an existing AnimationNodeStateMachine block.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| scene_path | string | yes | — |
| state_machine_resource_id | string | yes | — |
| transitions | array | yes | — |
Computes and injects an AnimationNodeBlendSpace2D sub-resource for directional movement blending based on 2D controller coordinates.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| scene_path | string | yes | — |
| node_name | string | yes | — |
| blend_points | array | yes | — |
| x_label | string | no | — |
| y_label | string | no | — |
| anim_player_path | string | no | — |
Generates a 3D Catmull-Rom bezier camera rail (Path3D, Curve3D, PathFollow3D) with adjustable speed-curve tension multiplier in a .tscn scene.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| scene_path | string | yes | — |
| path_node_name | string | yes | — |
| waypoints | array | yes | — |
| add_path_follow | boolean | no | — |
| add_camera | boolean | no | — |
| tension | number | no | — |
Generates and attaches a procedural slerp look-at tracking GDScript to a Camera3D node to follow target Node3D transforms.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| scene_path | string | yes | — |
| camera_node_path | string | yes | — |
| target_node_path | string | yes | — |
| script_output_path | string | no | — |
Synthesizes an Animation resource that toggles Camera3D.current across multiple cameras at defined cut timestamps for cinematic editing.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| scene_path | string | yes | — |
| anim_player_node | string | yes | — |
| switches | array | yes | — |
| animation_name | string | no | — |
| timeline_length | number | no | — |
Batch scans .tres ShaderMaterial files in a directory and overwrites shader_parameter/* values for global NPR look adjustments.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| directory | string | yes | — |
| uniform_overrides | object | yes | — |
| recursive | boolean | no | — |
| dry_run | boolean | no | — |
Rewires texture slot properties and manages ext_resource references in a .tres material file for hand-painted art workflows.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| material_path | string | yes | — |
| channel_map | object | yes | — |
Configures project.godot to toggle Godot Movie Maker mode, locking render time-steps for deterministic video and frame sequence capture.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| enable | boolean | no | — |
| output_file | string | no | — |
| fps | integer | no | — |
Executes automated project diagnostics by invoking an external system command (Godot CLI binary) to validate resource imports, check UID integrity, and detect broken shader entry points.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| project_path | string | yes | — |
| checks | array | no | — |
| timeout_seconds | integer | no | — |
- Every tool, no call limit
- No card, and mcprush charges nothing for it
- Source published under MIT
- Runs on your machine — nothing of it reaches our gateway
- Nothing to cap, because mcprush bills nothing
What counts against your monthly calls
| Tool | Unit | Calls used | Out of the allowance |
|---|
Nothing here is billable: mcprush charges nothing to install Godot or to call it, at any volume.
Two independent axes, because powerful and malicious are different questions. The grade is threat only. The capability level is blast radius, and it is never a penalty on the grade — it is priced as one subtract-only term in the score, where you can see it.
| Term | Level | What it prices | Points |
|---|---|---|---|
| capability-exposure | high | capability blast radius (high) — client exposure if the model is manipulated | −6 |
| verification-discount | source | publisher verification (provenance) — cryptographic build provenance ties the artifact to its source | −0 |
| coverage-honesty | source | inspection depth (source) — how much of the target the scan could see | −0 |
What the scan could actually read
A grade is only as meaningful as its coverage, so the scanner publishes its own depth before it publishes its result.
Tools were statically extracted from the published source (28 recovered), not enumerated from a running server. Tool-poisoning, Unicode-smuggling, capability and toxic-flow analysis ran on this inferred surface, but a mis-parsed registration could be missed or mis-attributed, so tool-derived findings are capped below “confirmed”. To grade the real runtime surface, scan the running server: --command "npx -y <package>".
Capability — what it could do if the model were manipulated
Tags derived from each tool’s schema and the implementation, not from what the tool calls itself. high is the level these add up to.
| Tool | Capability tags | Why the tag was assigned |
|---|---|---|
| get_godot_version | no tags | |
| launch_editor | no tags | |
| run_project | no tags | |
| get_debug_output | no tags | |
| stop_project | no tags | |
| list_projects | no tags | |
| get_project_info | no tags | |
| add_node | no tags | |
| load_sprite | no tags | |
| save_scene | no tags | |
| update_project_uids | no tags | |
| generate_track_filter | no tags | |
| generate_state_machine | no tags | |
| compile_state_transitions | no tags | |
| calculate_blend_space_2d | no tags | |
| inject_lookat_tracking | code-exec | code-exec: parameter "script" |
| build_camera_switcher_timeline | no tags | |
| batch_shader_uniforms | no tags | |
| remap_texture_channels | no tags | |
| toggle_movie_maker | no tags | |
| create_scene | no tags | |
| export_mesh_library | no tags | |
| get_uid | no tags | |
| quantize_animation_keyframes | no tags | |
| set_animation_interpolation_mode | no tags | |
| stitch_animation_library | no tags | |
| generate_bezier_camera_path | no tags | |
| run_headless_diagnostics | no tags |
Toxic-flow graph
The lethal trifecta, checked as a graph rather than as a checklist: untrusted input, a sensitive source and an external sink have to meet before there is a path worth worrying about.
The public result for this release does not print the flow graph, so there is nothing to show here. That is not the same as "no paths were found": what the scan did read is above, under coverage.
Supply chain and provenance
This is the first scan of this surface here, so there is nothing yet to compare it against.
Every result on this tab comes from one deterministic pass over the published package — offline, rule by rule, and auditable line by line above. Same methodology version, same bytes, same score.
Release history
Always latest — the install command names no version, so it installs the newest release when it runs; the current release on file is 1.0.4. Pin a release below and the command asks for exactly that one.
No release note was published with this version.
One review per account, from a signed-in account that does not publish this listing. Nothing else is asked — you can say what you think before you install it. Publishers can reply once per review, and a review can be edited or deleted by whoever wrote it.
Any signed-in account that does not publish Godot can review it, once — before installing it or after. A review from an account that has installed it is marked as one.
Nobody has reviewed this listing. The rating on the card is the mean of the reviews written here and nothing else, so there is no rating until somebody writes the first — which takes a signed-in account that does not publish it, and nothing else.